/// search captures, promotions, and some checks) and how important good move
/// ordering is at the current node.
/// search captures, promotions, and some checks) and how important good move
/// ordering is at the current node.
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHistory* mh,
const PieceToHistory** ch, Move cm, Move* killers_p)
: pos(p), mainHistory(mh), contHistory(ch), countermove(cm),
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHistory* mh,
const PieceToHistory** ch, Move cm, Move* killers_p)
: pos(p), mainHistory(mh), contHistory(ch), countermove(cm),
-MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHistory* mh,
- const PieceToHistory** ch, Square s)
- : pos(p), mainHistory(mh), contHistory(ch) {
+/// MovePicker constructor for quiescence search
+MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHistory* mh, Square s)
+ : pos(p), mainHistory(mh) {
MovePicker::MovePicker(const Position& p, Move ttm, Value th)
: pos(p), threshold(th) {
assert(!pos.checkers());
stage = PROBCUT;
MovePicker::MovePicker(const Position& p, Move ttm, Value th)
: pos(p), threshold(th) {
assert(!pos.checkers());
stage = PROBCUT;
/// score() assigns a numerical value to each move in a list, used for sorting.
/// Captures are ordered by Most Valuable Victim (MVV), preferring captures
/// near our home rank. Quiets are ordered using the histories.
/// score() assigns a numerical value to each move in a list, used for sorting.
/// Captures are ordered by Most Valuable Victim (MVV), preferring captures
/// near our home rank. Quiets are ordered using the histories.
- if (T == CAPTURES || (T == EVASIONS && pos.capture(m)))
- m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
- - (T == EVASIONS ? Value(type_of(pos.moved_piece(m)))
- : Value(200 * relative_rank(pos.side_to_move(), to_sq(m))));
- else if (T == QUIETS)
+ if (Type == CAPTURES)
+ m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
+ - Value(200 * relative_rank(pos.side_to_move(), to_sq(m)));
+
+ else if (Type == QUIETS)
m.value = (*mainHistory)[pos.side_to_move()][from_to(m)]
+ (*contHistory[0])[pos.moved_piece(m)][to_sq(m)]
+ (*contHistory[1])[pos.moved_piece(m)][to_sq(m)]
+ (*contHistory[3])[pos.moved_piece(m)][to_sq(m)];
m.value = (*mainHistory)[pos.side_to_move()][from_to(m)]
+ (*contHistory[0])[pos.moved_piece(m)][to_sq(m)]
+ (*contHistory[1])[pos.moved_piece(m)][to_sq(m)]
+ (*contHistory[3])[pos.moved_piece(m)][to_sq(m)];
- else // Quiet evasions
- m.value = (*mainHistory)[pos.side_to_move()][from_to(m)] - (1 << 28);
+ else // Type == EVASIONS
+ {
+ if (pos.capture(m))
+ m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
+ - Value(type_of(pos.moved_piece(m)));
+ else
+ m.value = (*mainHistory)[pos.side_to_move()][from_to(m)] - (1 << 28);
+ }